# Mana Loop Worklog --- Task ID: 1 Agent: Main Task: Fix skill upgrade effects not being applied Work Log: - Identified the issue: special effects like Mana Cascade were defined but never processed - Added `specials: Set` to ComputedEffects interface in upgrade-effects.ts - Created SPECIAL_EFFECTS constant with all special effect IDs - Added `hasSpecial()` helper function to check if a special is active - Updated `computeEffects()` to collect special effects into the set Stage Summary: - Created the foundation for special effect tracking - All special effects are now recognized and can be checked with hasSpecial() --- Task ID: 2 Agent: Main Task: Implement special effect application in game logic Work Log: - Created `computeEffectiveRegen()` function that applies: - Mana Cascade: +0.1 regen per 100 max mana - Mana Torrent: +50% regen when above 75% mana - Desperate Wells: +50% regen when below 25% mana - Steady Stream: Immune to incursion penalty - Updated `gatherMana()` to apply Mana Echo (10% chance double mana) - Updated combat in tick() to apply: - Damage multipliers/bonuses from upgrades - Executioner: +100% damage to enemies below 25% HP - Berserker: +50% damage when mana < 50% - Adrenaline Rush: Restore 5% mana on kill - Updated study in tick() to apply: - Study speed multipliers from upgrades - Mental Clarity: +10% study speed when mana > 75% - Study Rush: First hour is 2x speed - Study Refund: 25% mana back on completion Stage Summary: - Key tier 1 special effects are now functional - Regen, combat, and study systems all apply upgrades correctly --- Task ID: 3 Agent: Main Task: Display special effects in UI Work Log: - Imported computeEffects, hasSpecial, SPECIAL_EFFECTS to page.tsx - Added `upgradeEffects` computation in derived stats - Added `manaCascadeBonus` calculation for display - Updated `effectiveRegen` to use `effectiveRegenWithSpecials` - Updated Mana Stats section to show: - Steady Stream immunity indicator - Mana Cascade bonus amount - Mana Torrent/Desperate Wells conditional bonuses - Updated Active Upgrades section to render special effects with cyan color Stage Summary: - Special effects are now visible in the Stats tab - Players can see exactly how much Mana Cascade contributes - Active Upgrades shows all effect types including specials --- Task ID: 4 Agent: Main Task: Test and verify implementation Work Log: - Added 11 new tests for special effects: - Mana Cascade recognition and calculation - Steady Stream recognition - Mana Echo recognition - Combat special effects (Executioner, Berserker, Adrenaline Rush) - Study special effects (Mental Clarity, Study Rush) - Effect stacking tests - All 203 tests pass Stage Summary: - Complete test coverage for implemented special effects - All lint checks pass - Dev server running without errors --- Task ID: 5 Agent: Main Task: Fix Deep Wellspring meditation efficiency upgrade Work Log: - Identified issue: `meditationEfficiency` was tracked in computed effects but not used - Updated `getMeditationBonus()` function signature to accept `meditationEfficiency` parameter - Updated meditation bonus calculation to multiply by efficiency - Updated `tick()` in store.ts to: - Compute upgradeEffects before meditation calculation - Pass `upgradeEffects.meditationEfficiency` to `getMeditationBonus()` - Updated page.tsx to: - Compute `upgradeEffects` before other derived stats - Pass `upgradeEffects.meditationEfficiency` to meditation multiplier calculation - Added 2 new tests for Deep Wellspring: - Test that meditation efficiency is correctly computed (1.5x for +50%) - Test that meditation bonus is boosted by efficiency (2.5 * 1.5 = 3.75) Stage Summary: - Deep Wellspring (+50% meditation efficiency) now works correctly - All 205 tests pass - Dev server running without errors --- Task ID: 6 Agent: Main Task: Fix multiple issues: Quick Learner tier-up reset, Parallel Mind upgrade, meditation display location, parallel study UI, combat spell usage verification Work Log: - **Fixed Quick Learner tier-up reset issue**: Modified `tierUpSkill()` to NOT copy upgrades from old tier to new tier. Each tier now starts with empty upgrades, allowing players to choose new tier-specific upgrades at level 5 and 10. - **Implemented Parallel Mind milestone upgrade**: Added parallel study support to the tick function and created actions for starting/canceling parallel study. Players can now study two things at once at 50% speed each. - **Fixed meditation multiplier display**: Removed meditation multiplier from "Active Spell" card in Spire tab - it now only appears in the Mana Stats section. - **Added parallel study UI**: - Added parallel study progress card in Spire tab - Added ⚡ button in Skills tab for selecting parallel study target - Shows "50% speed (Parallel Study)" indicator - **Verified combat uses active spells**: Confirmed that combat properly uses the active spell from `state.activeSpell`, calculates damage based on spell definition, applies elemental bonuses, and handles spell effects like lifesteal. - **Added parallelStudyTarget to state persistence**: Updated the persist partialize function to include parallelStudyTarget. - **Fixed TypeScript errors**: Updated `computeElementMax` call in makeInitial to include required parameters. Stage Summary: - Quick Learner and other skills no longer lose progress when tiering up - players choose new upgrades for each tier - Parallel Mind upgrade is now functional - allows studying two skills/spells simultaneously - Meditation multiplier moved to correct location (Mana Stats only) - Combat verified to use active spells properly with all effects - All lint checks pass, dev server running without errors --- Task ID: 7 Agent: Main Task: Implement cast speed system for combat Work Log: - Added `castSpeed` property to `SpellDef` type in types.ts (default 1 cast/hour) - Added cast speeds to all spells in SPELLS_DEF: - Tier 0 (basic): 2.5-3 casts/hr (fast, cheap) - Tier 1 (elemental): 1.5-3 casts/hr (varies by spell nature) - Tier 2 (advanced): 0.8-1.8 casts/hr (slower, more powerful) - Tier 3 (master): 0.5-0.75 casts/hr (slow but devastating) - Tier 4 (legendary): 0.4-0.5 casts/hr (very slow, extremely powerful) - Added `castProgress` to GameState (tracks progress to next cast, 0-1) - Updated combat tick logic: - Accumulates cast progress based on spell cast speed and attack speed bonuses - When progress >= 1, triggers a spell cast (deducts mana, applies damage) - Handles multiple casts per tick if cast speed is high - Resets progress on floor change - Attack speed affected by: - Quick Cast skill: +5% per level - Attack Speed upgrade multipliers from skill milestones - Updated UI: - Active Spell card now shows cast speed (casts/hr) - Added cast progress bar when climbing - DPS calculation now uses actual cast speed formula Stage Summary: - Combat now properly uses spell cast speed instead of arbitrary damage multiplier - Each spell has unique cast speed (faster spells = more DPS but lower damage per cast) - Attack speed upgrades (Quick Cast, Quick Strikes) properly speed up casting - Players can see cast progress and DPS in real-time --- Task ID: 8 Agent: Main Task: Implement Crafting/Equipment System (Replace Combat Skills with Enchanting) Work Log: - **Verified combat skills removed and enchanting skills added**: constants.ts already had enchanting skills (enchanting, efficientEnchant, disenchanting, enchantSpeed, scrollCrafting, essenceRefining) with 'enchant' category - **Integrated crafting slice into main store**: - Added GameStore interface to extend CraftingActions - Added processCraftingTick call in tick function for design/prepare/enchant actions - Implemented all crafting actions directly in store (createEquipmentInstance, equipItem, startDesigningEnchantment, etc.) - Updated partialize function to persist equipment state (equippedInstances, equipmentInstances, enchantmentDesigns, designProgress, preparationProgress, applicationProgress) - **Created CraftingTab component** with 3-stage UI: - Design stage: Select equipment type, choose effects, name design, time-based progress - Prepare stage: Select equipment, pay mana cost, time-based preparation - Apply stage: Select equipment and design, apply enchantment with capacity validation - Disenchant section: Remove enchantments and recover mana based on disenchanting skill - **Updated SpellsTab** to show equipment-granted spells: - Added equipment spells section at top showing spells from equipped items - Shows source equipment for each spell - Added pact spells placeholder section - **Added 5-tier evolution paths for enchanting skills**: - enchanting: 5 tiers from Enchanting → Rune Master → Arcane Forgemaster → Void Enchanter → Enchantment God - efficientEnchant, disenchanting, enchantSpeed: 1 tier each with unique upgrades - **Updated page.tsx** with Crafting tab: - Added CraftingTab import and TabsTrigger for crafting - Added TabsContent rendering CraftingTab with all required props Stage Summary: - Complete 3-stage enchantment system (Design → Prepare → Apply) - Equipment capacity limits enchantments - Starting equipment: Basic Staff (with Mana Bolt), Civilian Shirt, Civilian Shoes - Spells only learnable from equipment and pacts - All crafting skills have evolution paths - All lint checks pass --- Task ID: 9 Agent: Main Task: Implement Attunement System - Core Framework Work Log: - **Created attunement type definitions in types.ts**: - Added AttunementSlot type (rightHand, leftHand, head, back, chest, leftLeg, rightLeg) - Added AttunementDef interface with primaryManaType, rawManaRegen, conversionRate, capabilities, skillCategories - Added AttunementState interface for tracking player attunements - Updated GameState to include attunements field - **Created attunements.ts data file** with 3 attunements: - **Enchanter (right hand)**: Starting attunement, transference mana, unlocks enchanting, 0.5 raw regen/hr, 0.2 conversion/hr - **Invoker (chest)**: Unlocks pacts with guardians, no primary mana but gains types from each pact, 0.3 raw regen/hr - **Fabricator (left hand)**: Earth mana, crafts golems and earthen/metal gear, 0.4 raw regen/hr, 0.25 conversion/hr - **Updated store.ts**: - Added attunement imports - Updated makeInitial() to start with Enchanter attunement active - Unlocks transference element for Enchanter - Added attunement mana conversion logic in tick() - Updated computeRegen() to include attunement bonuses - **Updated SKILL_CATEGORIES** to be attunement-based: - Core categories (always available): mana, study, research, ascension - Enchanter categories: enchant, effectResearch - Invoker categories: invocation, pact - Fabricator categories: fabrication, golemancy Stage Summary: - Player starts with Enchanter attunement on right hand - Attunements provide raw mana regen and convert to primary mana types - Skills are now organized by attunement (foundation for skill tab overhaul) - Lint checks pass, ready for UI implementation --- Task ID: 10 Agent: Main Task: Implement Attunement System - UI Overhaul Work Log: - **Created AttunementsTab component** (src/components/game/tabs/AttunementsTab.tsx): - Displays all 3 attunements with their status (active/locked) - Shows primary mana type and current mana for active attunements - Displays raw mana regen and conversion rate stats - Shows capabilities unlocked by each attunement - Displays available skill categories based on active attunements - Uses color coding and visual effects for active attunements - **Updated page.tsx**: - Added AttunementsTab import - Added "✨ Attune" tab between Spire and Skills - Added TabsContent for attunements - **Updated SkillsTab.tsx**: - Added import for getAvailableSkillCategories - Modified skill rendering to filter categories by attunement access - Skills now only show if the player has the appropriate attunement Stage Summary: - New Attunements tab shows all attunement details - Skills are filtered based on active attunements - Player can see exactly which skill categories they have access to - Visual feedback shows active vs locked attunements --- Task ID: 11 Agent: Main Task: Fix build errors - correct imports for getActiveEquipmentSpells and getTotalDPS Work Log: - Identified build failure: getActiveEquipmentSpells and getTotalDPS were being imported from store.ts but are defined in computed-stats.ts - Fixed imports in page.tsx: - Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts - Fixed imports in SpireTab.tsx: - Changed to import getActiveEquipmentSpells and getTotalDPS from computed-stats.ts - Removed duplicate local function definition of getActiveEquipmentSpells - Cleaned up unused imports (ENCHANTMENT_EFFECTS, EQUIPMENT_TYPES) - Committed and pushed fix to repository Stage Summary: - Build errors resolved - All imports correctly reference computed-stats.ts for DPS and equipment spell functions - Code is cleaner with no duplicate function definitions --- Task ID: 12 Agent: Main Task: Fix prerender error - Cannot read properties of undefined (reading 'count') Work Log: - Identified the issue: ComboState type was referenced in ComboMeter.tsx but never defined - The `combo` property was also missing from GameState interface and initial state - Added ComboState interface to types.ts with: - count: number (current combo hits) - maxCombo: number (highest combo this session) - multiplier: number (current damage multiplier) - elementChain: string[] (last 3 elements used) - decayTimer: number (hours until decay starts) - Added `combo: ComboState` field to GameState interface - Added default combo state to makeInitial() in store.ts: - count: 0, maxCombo: 0, multiplier: 1, elementChain: [], decayTimer: 0 - Added `combo` and `attunements` to persist partialize function for save/load - Fixed ComboMeter.tsx to import ComboState from types.ts Stage Summary: - ComboState type properly defined and used - combo field now properly initialized in game state - Persist function now saves both combo and attunements - Build should now pass prerendering stage --- Task ID: 13 Agent: Main Task: Fix prerender error - Cannot read properties of undefined (reading 'materials') Work Log: - Identified the issue: LootInventory type was referenced but never defined - The `lootInventory` property was also missing from GameState interface and initial state - Added LootInventory interface to types.ts with: - materials: Record (materialId -> count) - blueprints: string[] (blueprint IDs discovered) - Added `lootInventory: LootInventory` field to GameState interface - Added default lootInventory to makeInitial() in store.ts - Added lootInventory to persist partialize function Stage Summary: - LootInventory type properly defined and used - lootInventory field now properly initialized in game state - Persist function now saves loot inventory --- Task ID: 14 Agent: Main Task: Fix prerender error - Add missing AchievementState and stats tracking Work Log: - Identified multiple missing types and fields referenced in page.tsx - Added AchievementDef interface to types.ts with: - id, name, desc, category, requirement, reward, hidden - Added AchievementState interface with: - unlocked: string[] (IDs of unlocked achievements) - progress: Record (progress toward requirements) - Added to GameState: - achievements: AchievementState - totalSpellsCast: number - totalDamageDealt: number - totalCraftsCompleted: number - Added default values to makeInitial() in store.ts - Added all new fields to persist partialize function Stage Summary: - All missing types and fields now properly defined - Achievement system can track unlocked achievements and progress - Stats tracking for spells cast, damage dealt, and crafts completed - Build should now pass without undefined property errors --- Task ID: 15 Agent: Main Task: Implement multiple UI improvements and attunement leveling Work Log: - **Added mana pools display to ManaDisplay component**: - Shows all unlocked elemental mana types - Collapsible section with progress bars for each element - Sorted by current amount - Added elements prop to ManaDisplay - **Added Debug tab**: - Reset game with confirmation - Mana debug (+10, +100, +1K, +10K, Fill to max) - Time control (set day 1, 10, 20, 30) - Attunement unlock buttons - Attunement XP buttons - Elemental mana unlock and add buttons - Quick actions (unlock all base elements, utility elements, skip to floor 100) - **Removed ComboMeter from UI**: - Removed from header in page.tsx - Removed from SpireTab.tsx - **Updated AttunementsTab with level scaling**: - Added XP progress bar - Added level-scaled regen and conversion display - Added max level indicator - Removed 'scrollCrafting' from Enchanter capabilities - **Implemented attunement leveling system**: - Added getAttunementXPForLevel() and MAX_ATTUNEMENT_LEVEL = 10 - XP scales exponentially: 100 * 3^(level-2) - Added addAttunementXP function with auto level-up - Added debug functions: debugUnlockAttunement, debugAddElementalMana, debugSetTime, debugAddAttunementXP, debugSetFloor - **Implemented attunement passive conversion with level scaling**: - Updated tick() to use getAttunementConversionRate() for level-scaled rates - Conversion rate scales exponentially with level (1.5^(level-1) multiplier) - **Made skill categories collapsible**: - Added collapsedCategories state - Click on category header to toggle - Shows ChevronDown/ChevronRight icons - Shows skill count badge Stage Summary: - All requested UI improvements completed - Attunement leveling system fully functional - Debug tab enables testing and development - Skills tab is more manageable with collapsible categories - Removed unused features (ComboMeter, scrollCrafting) --- Task ID: 16 Agent: Main Task: Redesign SpireTab to show summoned golems and their damage contribution Work Log: - **Added new imports to SpireTab**: - Imported `GOLEM_DEFS` and `GOLEM_VARIANTS` from `@/lib/game/constants` - Using `ELEMENTS` for element colors and symbols - **Created new "Active Golems" card**: - Shows list of currently active golems from `store.activeGolems` - Each golem displays: - Name and variant (e.g., "Earth Golem" or "Lava Golem") - HP bar (currentHP / maxHP) with element-colored gradient - Remaining floors countdown - DPS contribution (calculated with all bonuses applied) - Element icon from ELEMENTS constant - Empty state message: "No golems summoned. Visit the Crafting tab to summon golems." - Total golem DPS summary at bottom - Card has earth-colored accent (#F4A261) when golems are active - **Updated DPS display in Current Floor card**: - Total DPS now includes both spell DPS and golem DPS - Shows breakdown: "Spell DPS: X | Golem DPS: Y" - Only shows breakdown when golems are active - **Calculated individual golem DPS**: - Applies variant damage multiplier - Applies golemancyMaster bonus (+50%) - Applies pactBondedGolems bonus (+10% per pact) - Applies guardianInfusion bonus (+25% on guardian floors) - Multiplies by attack speed - **Visual styling**: - Used Card component for the golems section - Used Progress component for HP bars - Matches existing dark theme (bg-gray-900/80, border-gray-700) - Golem cards have element-colored border accent - Used ScrollArea for long golem lists (max-h-48) Stage Summary: - New Active Golems card shows all summoned golems with detailed stats - DPS display properly accounts for golem damage contribution - Visual design consistent with existing game theme - All lint checks pass --- ## Task ID: 17 - CraftingTab Redesign ### Work Task Redesign the CraftingTab component to have a two-level tab structure based on active attunements, with a new Golemancy sub-tab for summoning golems. ### Work Summary - **Implemented two-level tab structure**: - Top-level tabs show active attunements (Enchanter ✨, Fabricator ⚒️) - If only one attunement is active, skip top-level tabs and show content directly - If no attunements are active, show locked message - **Enchanter attunement** (when active): - Sub-tabs: Design, Prepare, Apply (existing enchantment functionality) - All existing render functions preserved (renderDesignStage, renderPrepareStage, renderApplyStage) - **Fabricator attunement** (when active): - Sub-tabs: Craft, Golemancy - Craft sub-tab: existing equipment crafting functionality (renderCraftStage) - Golemancy sub-tab: NEW - summoning and managing golems - **New Golemancy features**: - Shows available golem types from `GOLEM_DEFS` with: - Golem name, description, element color - Base damage, HP, and attack speed stats - Summon button with mana cost (e.g., "Summon - 50 Earth Mana") - Shows locked golem types (greyed out) with unlock conditions - Shows active golems with: - HP progress bar - Remaining floor duration - Total damage dealt - Dismiss button - Shows golem variants info (requires Crystal Embedding skill) - Uses store methods: `canSummonGolem()`, `summonGolem()`, `dismissGolem()`, `getGolemDuration()` - Checks attunement status via `store.attunements.enchanter?.active` and `store.attunements.fabricator?.active` - **New imports added**: - `GOLEM_DEFS`, `GOLEM_VARIANTS`, `ELEMENTS` from `@/lib/game/constants` - `ActiveGolem` type from `@/lib/game/types` - Additional Lucide icons: `Heart`, `Sword`, `Skull` - **Visual styling**: - Maintains existing dark theme (bg-gray-900/80, border-gray-700) - Element-colored accents for golem types - Uses shadcn/ui components: Card, Button, Progress, Badge, ScrollArea, Tabs - Consistent with existing CraftingTab styling --- ## Task ID: 18 - StatsTab Redesign for Attunement-Specific Stats ### Work Task Redesign the StatsTab component to better display attunement-specific stats with Active Attunements card, Combination Skills card, and reorganized attunement-specific stat sections. ### Work Summary - **Added "Active Attunements" card at the top**: - Each active attunement displayed as an expandable card/badge with: - Icon and name (Enchanter ✨, Invoker 💜, Fabricator ⚒️) - Current level and XP progress bar - Primary mana type generated as a badge - Key capability unlocked as a badge - Click to expand reveals: - All available skills for that attunement - Skills currently being studied (highlighted) - Skill levels displayed with badges - **Added "Combination Skills" card**: - Shows combination skills that the player has unlocked (level 5+ in both required attunements) - Skills they can unlock shown with requirement badges - Green color scheme for available skills - Greyed out style for locked skills with red/green requirement indicators - Displays attunement level requirements for each skill - **Reorganized existing stats into attunement-specific sections**: - **Enchanter Stats** (teal accent border): - Enchantment capacity with Ancient Echo bonus - Efficiency bonus from efficientEnchant skill - Designs created count - Effects unlocked count - Disenchant recovery rate - Enchant speed bonus - **Invoker Stats** (purple accent border): - Pacts signed count (X/10) - Pact multiplier calculation - Pact Mastery bonus - Guardian Affinity time reduction - Elemental Bond capacity per pact - Pact Synergy bonus - Signed pacts list with guardian colors - **Fabricator Stats** (earth/amber accent border): - Golems active count - Golem DPS (using store.getActiveGolemDPS()) - Golem duration (using store.getGolemDuration()) - Golem Vitality HP bonus - Crafting speed bonus - Earth conversion bonus - Active golems list with HP bars and damage dealt - **Import requirements fulfilled**: - Imported `ATTUNEMENTS_DEF` from `@/lib/game/data/attunements` - Imported `SKILL_CATEGORIES` from `@/lib/game/constants` - Uses `store.attunements` to check active attunements - Uses `store.getGolemDuration()` and `store.getActiveGolemDPS()` for Fabricator stats - **Visual styling**: - Uses Card, Badge, Progress, Collapsible components from shadcn/ui - Matches existing dark theme (bg-gray-900/80, border-gray-700) - Uses attunement colors from ATTUNEMENTS_DEF: - Enchanter: teal #1ABC9C - Invoker: purple #9B59B6 - Fabricator: earth #F4A261 - Top border accent for each attunement-specific section - Conditional rendering - only shows attunement sections if that attunement is active - **Preserved existing functionality**: - Mana Stats section retained - Combat Stats section retained - Study Stats section retained - Element Stats section retained - Active Skill Upgrades section retained - Loop Stats section retained --- Task ID: 19 Agent: Main Task: Remove Temporal Memory skill and fix unimplemented effects Work Log: - **Removed Temporal Memory skill from SKILLS_DEF**: - Removed `temporalMemory: { name: "Temporal Memory", desc: "Keep 1 spell across loops", cat: "ascension", max: 3, base: 2000, studyTime: 36 }` from constants.ts - This functionality should only be available through prestige upgrades purchased with insight - This preserves the insight economy - spell memory is now exclusively purchased with insight - **Removed all temporalMemory references from codebase**: - timeSlice.ts: Removed temporalMemory skill check in startNewLoop - prestigeSlice.ts: Removed temporalMemory spell preservation code, simplified to only use spellMemory prestige upgrade - store.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function - gameStore.ts: Removed temporalMemory skill check and spell preservation from startNewLoop function - **Updated tests**: - store.test.ts: Removed temporalMemory test case - skills.test.ts: Removed Temporal Memory test case from Ascension Skills tests - **Verified transference mana type**: - Confirmed transference exists in ELEMENTS constant with proper definition - Transference is automatically unlocked for Enchanter attunement in makeInitial() - **Fixed unimplemented code in craftingSlice.ts**: - Added `cachedSkills` variable and `setCachedSkills()` function for skill access - Fixed `calculateApplicationTime()` call to use cachedSkills instead of empty object - Fixed efficiency bonus calculation to use `getEnchantEfficiencyBonus(cachedSkills)` instead of hardcoded 0 Stage Summary: - Temporal Memory skill fully removed from game - Spell preservation now exclusively through prestige upgrades (insight-purchased) - Transference mana type verified and working - Crafting slice TODOs resolved with proper skill integration - All lint checks pass --- Task ID: 20 Agent: Main Task: Major gameplay improvements - barriers, HP regen, descent mechanic, skill cleanup Work Log: - **Fixed transference mana display**: - Updated ManaDisplay to show unlocked elements even with 0 mana - Previously filtered to elements with current >= 1 - **Removed blocking/dodging mechanics** (player has no health): - Replaced Seer's `foresight` (dodge) with `criticalMastery` (crit damage) - Replaced Warden's defensive skills with mana efficiency skills - Replaced Strider's `evasive` (dodge) with `fluidMotion` (combo duration) - Warden now focuses on mana efficiency and resource management - **Added guardian barriers**: - Added `barrier` property to GuardianDef in types.ts - Added barriers to all 10 guardians (50% of HP) - Barriers are extra HP that must be depleted before main HP - Barriers do NOT regenerate (one-time shield) - UI shows gray barrier bar above main HP when active - **Added floor HP regeneration**: - Created `getFloorHPRegen()` function - scales with floor level - Non-guardian floors regen 1% + 0.2% per floor HP per hour - Guardian floors have 0 regen - Regen only happens during combat (climbing action) - **Implemented climb-down mechanic**: - Added `climbDirection` ('up' | 'down') and `isDescending` to GameState - Added `floorBarrier` and `floorMaxBarrier` to GameState - Created `exitSpire()` function that triggers descent - When descending, player must fight through each floor to floor 1 - Cannot switch away from climb while above floor 1 - must descend first - On guardian defeat during descent, no pact is signed - Updated UI with descent indicator and exit spire button - **Updated SpireTab UI**: - Shows barrier bar for guardian floors - HP bar grays out when barrier is active - Added "Exit Spire" button during climb - Shows descent status indicator - **Updated store persistence**: - Added new fields to partialize function for save/load Stage Summary: - Guardian barriers add strategic depth - must break shield before damaging - Floor HP regen makes higher floors harder without burst DPS - Descent mechanic ensures player must survive entire climb in one go - Blocking/dodging skills replaced with meaningful alternatives - All lint checks pass